Mystic

From Paradox Haze

(Difference between revisions)
Line 55: Line 55:
|19th||+14/+9/+4||+11||+6||+11|| ---  || Dr || Dr || 4
|19th||+14/+9/+4||+11||+6||+11|| ---  || Dr || Dr || 4
|- class="even"
|- class="even"
-
|20th||+15/+10/+5||+12||+6||+12|| align="left" | Drift 9 || Dr || Dr || 4
+
|20th||+15/+10/+5||+12||+6||+12|| align="left" | Improved Drain Resistance || Dr || Dr || 4
|-
|-
|}
|}
Line 67: Line 67:
'''Speak with Spirits''':  The Mystic now has the ability to communicate with the anima; the spirits that make up the world.  Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Mystic.  They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable.
'''Speak with Spirits''':  The Mystic now has the ability to communicate with the anima; the spirits that make up the world.  Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Mystic.  They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable.
-
'''Drain Resistance''': For the purposes of resisting drain, Mystics may add their charisma bonus to their Will Save.
+
'''Drain Resistance''': For the purposes of resisting drain, Mystics may add their intelligence modifier to their Will Save.
 +
 
 +
'''Improved Drain Resistance'': For the purposes of resisting drain, Mystics may add their charisma modifier to their Will Save.
==Drift==
==Drift==
Line 73: Line 75:
'''Drift 1''':
'''Drift 1''':
-
You grow an animal tail
+
*You grow an animal tail
-
Short vines grow entangled within your hair
+
*Short vines grow entangled within your hair
-
Your touch causes flowers to wilt
+
*Your touch causes flowers to wilt
-
Your voice changes (to have a hiss like a snakes, or otherwise)
+
*Your voice changes (to have a hiss like a snakes, or otherwise)
-
Your eyes change appearance
+
*Your eyes change appearance
'''Drift 2''':
'''Drift 2''':
-
You sprout leaves and become photosynthetic (you can subsist on 1 hour/day of sunlight in lieu of food)
+
*You sprout leaves and become photosynthetic (you can subsist on 1 hour/day of sunlight in lieu of food)
-
You gain low-light vision
+
*You gain low-light vision
-
Your you gain climbing intuition (+4 climb checks)
+
*Your you gain climbing intuition (+4 climb checks)
-
You become more graceful (+4 balance checks)
+
*You become more graceful (+4 balance checks)
-
Your skin can change color to match your surroundings (+4 hide)
+
*Your skin can change color to match your surroundings (+4 hide)
-
You gain +5 feet land speed.
+
*You gain +5 feet land speed.
-
Your ears grow elongated (+4 to Listen checks)
+
*Your ears grow elongated (+4 to Listen checks)
'''Drift 3''':
'''Drift 3''':
-
Deer Antlers grow from your forehead (gain 1d6 gore attack)
+
*Deer Antlers grow from your forehead (gain 1d6 gore attack)
-
Thorns grow on your body (unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 damage per succesful hit)
+
*Thorns grow on your body (unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 damage per succesful hit)
-
You develop gills (can can breathe both water and air)
+
*You develop gills (can can breathe both water and air)
-
Your eyes become sharper (+4 sport checks in daylight)
+
*Your eyes become sharper (+4 sport checks in daylight)
-
Your fingers grow into claws or talons (you gain weapon finesse and can make two claw attacks per round for 1d4 damage each)
+
*Your fingers grow into claws or talons (you gain weapon finesse and can make two claw attacks per round for 1d4 damage each)
'''Drift 4''':
'''Drift 4''':
-
You gain the scent ability
+
*You gain the scent ability
-
You gain the pounce ability
+
*You gain the pounce ability
-
You gain the diehard feat
+
*You gain the diehard feat
-
You gain the improved grab ability
+
*You gain the improved grab ability
-
you grain free trip action (see wolf)
+
*you grain free trip action (see wolf)
-
you grain rage (see wolverine)
+
*you grain rage (see wolverine)
'''Drift 5''':
'''Drift 5''':
-
You gain blind sense out to 30 feet
+
*You gain blind sense out to 30 feet
-
Your skin becomes tree bark (+1 natural armor)
+
*Your skin becomes tree bark (+1 natural armor)
-
You gain tremor sense
+
*You gain tremor sense
-
You grow feathered or batlike wings (fly speed of 60 feet; good maneuverability)
+
*You grow feathered or batlike wings (fly speed of 60 feet; good maneuverability)
'''Drift 6''':
'''Drift 6''':
-
You gain the language of one animal group (ie; bears, horses, birds, snakes, cats, ect.)
+
*You gain the language of one animal group (ie; bears, horses, birds, snakes, cats, ect.)
'''Drift 7''':
'''Drift 7''':
-
You gain +2 to one save
+
*You gain +2 to one save
'''Drift 8''':
'''Drift 8''':
-
+2 to one stat based on your theme
+
*+2 to one stat based on your theme
'''Drift 9''':
'''Drift 9''':

Revision as of 06:27, 5 October 2007

Contents

Druid

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit Die: d8.

Class Skills

The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Mystic
LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Lesser Medium Greater
1st+0+2+0+2 Animal companion, nature sense, wild empathy 1 - -
2nd+1+3+0+3 Woodland stride, Drift 1 2 - -
3rd+2+3+1+3 Trackless Step, Drift 1 3 - -
4th+3+4+1+4 Resist Nature's Lure, Drift 2 4 - -
5th+3+4+1+4 Speak with Spirits, Drift 2 5 - -
6th+4+5+2+5 Drift 3 6 - -
7th+5+5+2+5 Drift 3 6 1 -
8th+6/+1+6+2+6 Drift 4 6 2 -
9th+6/+1+6+3+6 Drift 4 6 3 -
10th+7/+2+7+3+7 Drift 5 6 4 -
11th+8/+3+7+3+7 Drift 5 6 5 -
12th+9/+4+8+4+8 Drift 5 Dr 6 -
13th+9/+4+8+4+8 --- Dr 6 1
14th+10/+5+9+4+9 Drift 6 Dr 6 1
15th+11/+6/+1+9+5+9 -- Dr 6 2
16th+12/+7/+2+10+5+10 Drift 7 Dr 6 2
17th+12/+7/+2+10+5+10 Drain Resistance Dr 6 3
18th+13/+8/+3+11+6+11 Drift 8 Dr Dr 3
19th+14/+9/+4+11+6+11 --- Dr Dr 4
20th+15/+10/+5+12+6+12 Improved Drain Resistance Dr Dr 4


Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.


Speak with Spirits: The Mystic now has the ability to communicate with the anima; the spirits that make up the world. Unless hostile for some reason, the spirits will generally respond, and truthfully, to the Mystic. They may not always understand the affairs of mortals (or care to..) so their information isn't necessarily reliable.

Drain Resistance: For the purposes of resisting drain, Mystics may add their intelligence modifier to their Will Save.

'Improved Drain Resistance: For the purposes of resisting drain, Mystics may add their charisma modifier to their Will Save.

Drift

Drift is a process in which the mystic becomes less and less human; at first, it's less visible, but as he grows in power it comes more and more noticeable. Each time a player gains a drift ability, he chooses one from the appropriate level. The list here is not all inclusive, but provided general examples. While not all drifts need to correlate to any one theme, it's important you maintain something similar, to determine your stage 7 and 8 Drift abilities.

Drift 1:

  • You grow an animal tail
  • Short vines grow entangled within your hair
  • Your touch causes flowers to wilt
  • Your voice changes (to have a hiss like a snakes, or otherwise)
  • Your eyes change appearance

Drift 2:

  • You sprout leaves and become photosynthetic (you can subsist on 1 hour/day of sunlight in lieu of food)
  • You gain low-light vision
  • Your you gain climbing intuition (+4 climb checks)
  • You become more graceful (+4 balance checks)
  • Your skin can change color to match your surroundings (+4 hide)
  • You gain +5 feet land speed.
  • Your ears grow elongated (+4 to Listen checks)

Drift 3:

  • Deer Antlers grow from your forehead (gain 1d6 gore attack)
  • Thorns grow on your body (unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 damage per succesful hit)
  • You develop gills (can can breathe both water and air)
  • Your eyes become sharper (+4 sport checks in daylight)
  • Your fingers grow into claws or talons (you gain weapon finesse and can make two claw attacks per round for 1d4 damage each)

Drift 4:

  • You gain the scent ability
  • You gain the pounce ability
  • You gain the diehard feat
  • You gain the improved grab ability
  • you grain free trip action (see wolf)
  • you grain rage (see wolverine)

Drift 5:

  • You gain blind sense out to 30 feet
  • Your skin becomes tree bark (+1 natural armor)
  • You gain tremor sense
  • You grow feathered or batlike wings (fly speed of 60 feet; good maneuverability)

Drift 6:

  • You gain the language of one animal group (ie; bears, horses, birds, snakes, cats, ect.)

Drift 7:

  • You gain +2 to one save

Drift 8:

  • +2 to one stat based on your theme

Drift 9: You may transform, once per day, into a spirit version of the manifestation of your theme. (Discuss with DM.)



Spells

Mystics have a very constricted spell list. Their spells are not divided into levels; though the spells, for all purposes, acts as a spell of its level. Unlike other spell casting classes, Mystics cannot cast more spells than their spell per day limit allows using drain at any level; to use drain, their spell must first reach 'Dr' as detailed in the Mystic chart above; for example, Lesser Spells can only be cast using drain starting at 12th Level, and Medium Spells at 18th Level.

Lesser Spells

  • Summon Swarm
  • Beget Bogun
  • Obscuring Mist
  • Wood Wose
  • Cloudburst
  • Animal Messenger
  • Tree Shape
  • Spider Climb
  • Weather Eye
  • Neutralize Poison
  • Sleet Storm
  • Spikes

Medium Spells

  • Binding Winds
  • Phantom Stag
  • Crumble
  • Phantasmal Disorientation
  • Forestfold
  • Scrying
  • Awaken
  • Commune with Nature
  • Hallow
  • Ironwood
  • Move Earth
  • Stone Tell


Greater Spells

  • Cloudwalkers
  • Stormrage
  • Sunburst
  • Mass Awaken
  • Storm of Vengeance
  • Regenerate
  • Shadow Landscape
  • Nature's Avatar
Personal tools